Post by Father on Jul 26, 2019 12:30:21 GMT 1
For many lords, hunting is sport, a favored pastime second only to tourneys. A grand hunt is a very fine affair indeed. But when Lord Gormon Peake hosts it at Whitegrove, very few thinks it is with entertainment in mind, merely a look at such lords and knights in attendance suggests a very political slant. As does the alacrity with which Lord Peake moved to announce it once the ravens carrying invitations to wedding and tourney at Goldengrove started to arrive to various castles across The Reach. Lord Peake will not sit idly by and watch as Lord Thaddeus promotes unity among his friends and seeks to win over lords that might instead serve Ser Daemon's cause, those who would see the king's will as evidenced by bestowing the sword come to fruition must respond in kind, and chart a course to victory. Perhaps having learned a few lessons from how martial pursuits so frequently turns into grief these days, Lord Peake has decided to opt for something different. Although accidents are known to happen when hunting boar, so one should not be too secure in the deliberations.
Participation: Some parts of this event are restricted to certain types of characters, attendees publicly aligned with blood suffers -1D to all tests in this event, except for inviting others. Characters making a point of their non-attendance because of the host openly courting the fires of rebellion gains +1 Blood, and will be publicly considered a blood supporter and suffers -2 Disposition with House Peake. (Not all non-attendance carries this effect, only if you actively advertise your boycott).
NPC Participation: Each player may nominate one NPC each to be featured, not everyone may be present.
Scheduled to feature:
Gormon Peake
Marq Durwell
Melara Hightower
Normyn Flowers
Eldon Merryweather
Notable Participants:
All Peake's
Lady Delia Blackbriar
Ser Daemon Waters
Ser Aegor Rivers
Lord Reynald Florent
Ser Aladore Florent
Ser Patrek Florent
Lady Lyanna Florent
Lord Jaime Fossoway
Lady Melara Hightower
Lord Walgrave Oakheart
Ser Preston Oakheart
Lord Willem Redwyne
Ser Roland Redwyne
Lord Alekyne Tarly
Ser Harlon Tarly
Ser Simon Tarly
Ser Jaremy Tarly
Ser Aubrey Ambrose
The Appletons
Ser Quentyn Ball
Ser Farman Flowers
Lord Quentin Cordwayner
Lady Maegelle Cordwayner
Ser Normyn Flowers
Lord Marq Durwell
Lady Daena Flowers
Lord Lothor Mulldenore
Ser Ormond Hightower
Lord Gareth Middlebury
Extend personal invitations:
Most fire-leaning nobles of note are present, most blood-leaning ones are not. You may attempt to invite such lords and knights who have yet to take a side in the hope that they might show up (up to three attempts per character)
Audience Test vs Passive Status (Reputation)
Language (Convince) TN 12
-Success on both tests usually suffices to persuade them to attend. Persuasion (Convince) is possible in certain circumstances (such as asking characters one might meet with in person under different circumstances).
-Spending a point of influence or glory prior to rolling grants +1D to the tests, may spend a fire point after rolling to auto-succeed.
-If the head of house is present, gain +1D for inviting further members from that house.
Hunt Boar with Lord Peake: Only for Chivalrous Knights.
Fighting (Spears) TN 12, apply training penalty for boar spear, gain bonus from superior boar spear if applicable.
Persuasion (Charm) TN 12
Survival (Track or Hunt) TN 9
Will (Courage) TN 9
-Critical Failure: Nulls all DoS on this event, -1D on other tests in this event.
-Succeed on all four tests: +1 Fire, +2 Disposition with Gormon Peake (To a max of +4)
-Gain +1 Disposition with a number of knights present up to a combined status equal to DoS (Cannot move past +4).
Some Hogs are particularly large and ferocious, to test your mettle against one of these, you may attempt an Audience Test TN 18, before doing any other tests for this event.
-On a success, you enter a combat scene against such a boar (Gains +1 rank in all relevant abilities and specialties, +2 AR, you get to enter combat with a boar spear set against charge, naturally boar charges you, it also goes full reckless), upon killing it, gain +1 glory and gain additional rewards as if you had received the same amount of DoS on the above tests as you did on the Audience Test+1 (4x5 DoS is possible), you take penalties from injuries and wounds to all other tests in this event.
-On a simple failure: You can attempt the above tests as normal.
-Critical Failure has the same results as above.
Salon with Lady Eleana Peake Only for Virtuous Ladies.
Cunning (Memory) TN 9
Knowledge (Education) TN 9
Language (Breeding)+Virtue TN 12
Persuasion (Charm)+Virtue TN 12
-Critical Failure: Nulls all DoS on this event, -1D on other tests in this event.
-Succeed on all four tests: +1 Fire, +2 Disposition with Eleana Peake(To a max of +4)
-Gain +1 Disposition with a number of ladies present up to a combined status equal to DoS (Cannot move past +4).
Cloak and Dagger
By not partaking in the Hunt/Salon, or having one's mind elsewhere, one might instead seek to ferret out the secrets of Lord Peake or perhaps arrange for "unfortunate mishaps", possible options (other things may apply), one chance per character:
-Intrigue (taunt) a hunter into taking too much wine.
-Stealth (Sneak) and Thievery (Logic) to sabotage a spear. (For 1 GD, hired help with 3D+2b can be used).
In those cases, it will be drunk man vs boar, or man with a dagger vs boar upon a success, should death or injury mar the hunt: +1 Blood, up to 2 additional points depending on the prominence of the victim.
Other options:
-Knowledge (Streetwise) to look for secrets.
-Anything else that might strike your fancy.
Victory, at any cost?
Mark dice rolls with "Honor First" or "Winning First to signal the desired direction, total DoS is likely to influence future events and NPC behavior.
Awareness (Empathy) TN 9
Persuasion (Convince*)+Chivalry/Virtue TN 12
Status (Reputation)+Chivalry/Virtue TN 12
-Influence or Glory may be spent prior to the roll for +1D
-Each point of influence spent here grants the house a phantom fire point (cannot be spent, but is counted when determining house allegiance).
-A Fire Point may be spent prior to the roll to double your DoS.
-Per Critical failure: -1 influence, all your DoS from this segment will count for nothing.
*By increasing the TN's by 3, you may pursue a specific objective which may make a different specialty prudent, such as incite to stir up sentiments against someone specific, taunt to spur someone to action, bargain to use coin to pursue that end. Succeeding on this is likely to steer the faction towards including it among it's aims. May be combined with honor/winning.
Actively partaking marks you as a Fire supporter (or a neutral if previously considered a blood supporter, taking part at the corresponding debate at Goldengrove leads to no overall change in perceptions, effects takes place after events have been resolved).
You may take -1D on these tests to make a Deception (Act) TN 13, on a success you keep your efforts hidden, meaning you are not marked as a Fire supporter and do not lose influence for critical failure. You cannot spend influence or glory with this option. On a critical failure, you will be publicly exposed as a suspected agent of the enemy, suffering the effects of having critically failed all your tests of this segment, and in the worst case risking an assassination attempt.
It's courtship season
You may make up to three attempts.
-A point of glory or influence spent before rolling grants +1D to all tests to a single attempt.
-A point of Fire spent before rolling grants +6 to all tests for a single attempt, both personal and house points are acceptable.
-Fire, glory and influence may not necessarily be applicable to matchbreaking.
-By accepting -1D on your tests for an attempt, you may make a Deception (Act) TN 13 test to influence matters while keeping your activity hidden.
-There are no hard-coded effects involved, DoS matters, as does previous interactions and various political considerations. Failures may not necessarily be an impediment, critical failures will typically only have interesting consequences if they also would be critical failures against TN 12 (possibly 15 depending on circumstances).
-You may take extra time, gaining +1D to one set of tests for a single attempt for each attempt given up for this purpose.
-You may use an attempt to assist another's attempt.
-If successful on the tests, the match will generally be made available to arrange through fire points, provided the house is aligned with this faction.
-If already made available, each DoS (or additional DoS on an effort to make the match available) on the test with the lowest DoS generally reduces the required fire points to arrange it (to a minimum of half normal, round up).
-Marriages made available to arrange through spending fire points (or would have been made available if both parties were aligned with fire) may be possible to obtain through other means.
-You cannot use more than one attempt to pursue the same pairing (here and at Goldengrove) other than as taking extra time.
-If multiple characters makes an attempt on the same pairing, only one attempt counts, the rest applies as assists. Chasing your soul mate takes precedence, then sorted by rank of the character doing the matchmaker, possibly down to an audience test, but first sorted by relation to those involved if such offers a quick answer.
A. Chasing your soul mate:
-Designate a target (mark rolls), then:
Awareness (Empathy) vs their passive deception (act).
Simple Intrigue (Charm)
Simple Intrigue (Convince)
Audience test vs their Passive Status (Reputation)
-You may also make the same tests against the head of house of the one you seek as part of the attempt, doesn't matter much if the girl likes you if it has not occurred to her father that you are a candidate.
-It is possible to use these mechanics just to make friends, simply single out someone and make these tests, but drop the convince. As a rule, gain disposition equal to the average DoS, though this might be reduced depending on existing DoS.
-One might also use seduce instead of charm to "make friends", in this case, the seduction result determines what happens beyond disposition changes. The daughters of most lords (and also nieces of the major ones) typically have chaperones that will make this a futile effort. Some NPC's might not take such advances well.
B. Matchmaking:
-Designate the couple you'd like to bring together (mark in rolls):
-May go after any combination of the prospective groom, bride and the heads of their houses.
Awareness (Empathy) vs passive deception (act), roll individually for each character involved.
Cunning (Logic) TN 12
Simple Intrigue (Convince), roll individually for each character involved.
Audience Test vs their Passive Status (Reputation), roll individually for each house (using the same roll for father and daughter both, for example).
C. Matchbreaking:
Attempt to scuttle the plans of others.
Can attempt to shatter a specific match or the marriage prospects of a specific character by doing one of the following:
-Savage someone's reputation:
Use the rumor rules to slander one party.
-Influence the opinions of specific individuals:
Audience test against the one to be influenced, followed by simple intrigue (incite) if successful.
-Other options:
It may be possible to use the above mechanic, but with taunt to make a target shame themselves.
Feel free to come up with your own ideas.
Bringing People together.
You have 2 attempts here, +2 for each unused matchmaking attempt. Designate two NPC's you would wish to become friends in the dice description:
Awareness (Empathy) TN 9
Cunning (Logic) TN 9
Persuasion (Charm)+Chivalry/Virtue TN 12
Audience Test TN 12
-Their disposition towards one another improves by 1 step per DoS above the difference between their combined status rank and their combined disposition steps towards you.
-To move dispositions beyond 4, 2 DoS are needed per step. The same applies for improving dispositions up from -5 or worse.
Destiny Points
A used Destiny Point effects all rolls in the same fashion. Alternatively, a Destiny Point may be spent to turn all bonus dice on a single matchmaking attempt involving yourself into test dice.
Notes:
-Disposition changes generally will not go beyond +5, though a small effect may be possible if already at this level.
-Lord Ulbert doesn't want to have anything to do with these people and will not spend any influence here.
-Lord Willem doesn't want to pick sides, but will allow influence to be spent for "Honor First" or "Honor First and bringing Lord Eldon to justice", but no other variation.
-Lady Erena is willing to "persuade" Lord Jon to use influence for support of a Delia/Preston marriage (only once across this and the Rowan event), and a single attempt by Lynesse to try and find a potential match that is not Lord Eldon, not personally aligned with fire and not from a house aligned with fire (can be used either in this event or the Rowan one). She is also willing to allow the expenditure of house fire points for the pursuit of a Delia/Preston marriage and any attempt by Lynesse to find a potential match for herself as she would be willing to use influence on.
Benefits/Drawbacks
Attractive: Gain +1D on all tests seeking a match for yourself (The +1D also applies to tests for seeking matches for someone with this benefit)
Blood of Valyria: Gain +1b on all tests seeking a match for yourself (The +1b also applies to tests for seeking matches for someone with this benefit)
Charismatic: Gain +1 on all tests involved in Salon, Victory and courting others (maybe not applicable in matchbreaking)
Connections: May apply the daily use to do one of the following: Ignore the -1D to conceal your involvement in the victory segment or a single courtship attempt or make a free Cloak and Dagger attempt (allowing you to make two of those, or one of those plus salon/hunt)
Courteous: The +1D applies to the salon segment.
Dutiful: Gain +2 to resist self-control tests.
Great Bastard: The +1D applies to all tests in the Victory Segment.
Head of House: Gain +2 to all tests.
Heir: Gain +1 to all tests.
Pious: May apply the +1D to one set of tests (one matchmaking/matchbreaking/bringing together attempt is one set, the victory segment is one set).
Sponsor (Gormon Peake): Gain +1D on all Audience Tests for this event.
Bastard: All TN's, except for hunting boar and cloak and dagger, are increased by 2.
Decadent: Attending the salon makes this attempt to compel the partaking of too much wine, imposing -1D on all tests for this event.
Dependent: If attending, you must make a luck roll TN 9 (Always 2D), on a critical failure, something interesting has transpired back at the home house.
Furious: Be subjected to a taunt with 4D+2 (Status=High Enough) to take on the big hog, of friendly intent, mind, but feel free to dislike it all the same.
Honor-Bound: Attempts to compel arguing for Honor in the Victory Segment and not attach any self-serving items on the agenda (only if taking part).
Prejudiced: Attempts to compel using the Victory Segment to add going after the target group part of the faction agenda.
Proud: Someone will challenge you to take on the big hog.
Zealot: Attempts to compel using the Victory Segment to add an objective that will further your cause as part of faction agenda.
Vainglorious: Attempts to compel testing your mettle against a big hog.
Vindictive: Attempts to compel using the Victory Segment to add going after someone who have wronged you as part of faction agenda.
Participation: Some parts of this event are restricted to certain types of characters, attendees publicly aligned with blood suffers -1D to all tests in this event, except for inviting others. Characters making a point of their non-attendance because of the host openly courting the fires of rebellion gains +1 Blood, and will be publicly considered a blood supporter and suffers -2 Disposition with House Peake. (Not all non-attendance carries this effect, only if you actively advertise your boycott).
NPC Participation: Each player may nominate one NPC each to be featured, not everyone may be present.
Scheduled to feature:
Gormon Peake
Marq Durwell
Melara Hightower
Normyn Flowers
Eldon Merryweather
Notable Participants:
All Peake's
Lady Delia Blackbriar
Ser Daemon Waters
Ser Aegor Rivers
Lord Reynald Florent
Ser Aladore Florent
Ser Patrek Florent
Lady Lyanna Florent
Lord Jaime Fossoway
Lady Melara Hightower
Lord Walgrave Oakheart
Ser Preston Oakheart
Lord Willem Redwyne
Ser Roland Redwyne
Lord Alekyne Tarly
Ser Harlon Tarly
Ser Simon Tarly
Ser Jaremy Tarly
Ser Aubrey Ambrose
The Appletons
Ser Quentyn Ball
Ser Farman Flowers
Lord Quentin Cordwayner
Lady Maegelle Cordwayner
Ser Normyn Flowers
Lord Marq Durwell
Lady Daena Flowers
Lord Lothor Mulldenore
Ser Ormond Hightower
Lord Gareth Middlebury
Extend personal invitations:
Most fire-leaning nobles of note are present, most blood-leaning ones are not. You may attempt to invite such lords and knights who have yet to take a side in the hope that they might show up (up to three attempts per character)
Audience Test vs Passive Status (Reputation)
Language (Convince) TN 12
-Success on both tests usually suffices to persuade them to attend. Persuasion (Convince) is possible in certain circumstances (such as asking characters one might meet with in person under different circumstances).
-Spending a point of influence or glory prior to rolling grants +1D to the tests, may spend a fire point after rolling to auto-succeed.
-If the head of house is present, gain +1D for inviting further members from that house.
Hunt Boar with Lord Peake: Only for Chivalrous Knights.
Fighting (Spears) TN 12, apply training penalty for boar spear, gain bonus from superior boar spear if applicable.
Persuasion (Charm) TN 12
Survival (Track or Hunt) TN 9
Will (Courage) TN 9
-Critical Failure: Nulls all DoS on this event, -1D on other tests in this event.
-Succeed on all four tests: +1 Fire, +2 Disposition with Gormon Peake (To a max of +4)
-Gain +1 Disposition with a number of knights present up to a combined status equal to DoS (Cannot move past +4).
Some Hogs are particularly large and ferocious, to test your mettle against one of these, you may attempt an Audience Test TN 18, before doing any other tests for this event.
-On a success, you enter a combat scene against such a boar (Gains +1 rank in all relevant abilities and specialties, +2 AR, you get to enter combat with a boar spear set against charge, naturally boar charges you, it also goes full reckless), upon killing it, gain +1 glory and gain additional rewards as if you had received the same amount of DoS on the above tests as you did on the Audience Test+1 (4x5 DoS is possible), you take penalties from injuries and wounds to all other tests in this event.
-On a simple failure: You can attempt the above tests as normal.
-Critical Failure has the same results as above.
Salon with Lady Eleana Peake Only for Virtuous Ladies.
Cunning (Memory) TN 9
Knowledge (Education) TN 9
Language (Breeding)+Virtue TN 12
Persuasion (Charm)+Virtue TN 12
-Critical Failure: Nulls all DoS on this event, -1D on other tests in this event.
-Succeed on all four tests: +1 Fire, +2 Disposition with Eleana Peake(To a max of +4)
-Gain +1 Disposition with a number of ladies present up to a combined status equal to DoS (Cannot move past +4).
Cloak and Dagger
By not partaking in the Hunt/Salon, or having one's mind elsewhere, one might instead seek to ferret out the secrets of Lord Peake or perhaps arrange for "unfortunate mishaps", possible options (other things may apply), one chance per character:
-Intrigue (taunt) a hunter into taking too much wine.
-Stealth (Sneak) and Thievery (Logic) to sabotage a spear. (For 1 GD, hired help with 3D+2b can be used).
In those cases, it will be drunk man vs boar, or man with a dagger vs boar upon a success, should death or injury mar the hunt: +1 Blood, up to 2 additional points depending on the prominence of the victim.
Other options:
-Knowledge (Streetwise) to look for secrets.
-Anything else that might strike your fancy.
Victory, at any cost?
Mark dice rolls with "Honor First" or "Winning First to signal the desired direction, total DoS is likely to influence future events and NPC behavior.
Awareness (Empathy) TN 9
Persuasion (Convince*)+Chivalry/Virtue TN 12
Status (Reputation)+Chivalry/Virtue TN 12
-Influence or Glory may be spent prior to the roll for +1D
-Each point of influence spent here grants the house a phantom fire point (cannot be spent, but is counted when determining house allegiance).
-A Fire Point may be spent prior to the roll to double your DoS.
-Per Critical failure: -1 influence, all your DoS from this segment will count for nothing.
*By increasing the TN's by 3, you may pursue a specific objective which may make a different specialty prudent, such as incite to stir up sentiments against someone specific, taunt to spur someone to action, bargain to use coin to pursue that end. Succeeding on this is likely to steer the faction towards including it among it's aims. May be combined with honor/winning.
Actively partaking marks you as a Fire supporter (or a neutral if previously considered a blood supporter, taking part at the corresponding debate at Goldengrove leads to no overall change in perceptions, effects takes place after events have been resolved).
You may take -1D on these tests to make a Deception (Act) TN 13, on a success you keep your efforts hidden, meaning you are not marked as a Fire supporter and do not lose influence for critical failure. You cannot spend influence or glory with this option. On a critical failure, you will be publicly exposed as a suspected agent of the enemy, suffering the effects of having critically failed all your tests of this segment, and in the worst case risking an assassination attempt.
It's courtship season
You may make up to three attempts.
-A point of glory or influence spent before rolling grants +1D to all tests to a single attempt.
-A point of Fire spent before rolling grants +6 to all tests for a single attempt, both personal and house points are acceptable.
-Fire, glory and influence may not necessarily be applicable to matchbreaking.
-By accepting -1D on your tests for an attempt, you may make a Deception (Act) TN 13 test to influence matters while keeping your activity hidden.
-There are no hard-coded effects involved, DoS matters, as does previous interactions and various political considerations. Failures may not necessarily be an impediment, critical failures will typically only have interesting consequences if they also would be critical failures against TN 12 (possibly 15 depending on circumstances).
-You may take extra time, gaining +1D to one set of tests for a single attempt for each attempt given up for this purpose.
-You may use an attempt to assist another's attempt.
-If successful on the tests, the match will generally be made available to arrange through fire points, provided the house is aligned with this faction.
-If already made available, each DoS (or additional DoS on an effort to make the match available) on the test with the lowest DoS generally reduces the required fire points to arrange it (to a minimum of half normal, round up).
-Marriages made available to arrange through spending fire points (or would have been made available if both parties were aligned with fire) may be possible to obtain through other means.
-You cannot use more than one attempt to pursue the same pairing (here and at Goldengrove) other than as taking extra time.
-If multiple characters makes an attempt on the same pairing, only one attempt counts, the rest applies as assists. Chasing your soul mate takes precedence, then sorted by rank of the character doing the matchmaker, possibly down to an audience test, but first sorted by relation to those involved if such offers a quick answer.
A. Chasing your soul mate:
-Designate a target (mark rolls), then:
Awareness (Empathy) vs their passive deception (act).
Simple Intrigue (Charm)
Simple Intrigue (Convince)
Audience test vs their Passive Status (Reputation)
-You may also make the same tests against the head of house of the one you seek as part of the attempt, doesn't matter much if the girl likes you if it has not occurred to her father that you are a candidate.
-It is possible to use these mechanics just to make friends, simply single out someone and make these tests, but drop the convince. As a rule, gain disposition equal to the average DoS, though this might be reduced depending on existing DoS.
-One might also use seduce instead of charm to "make friends", in this case, the seduction result determines what happens beyond disposition changes. The daughters of most lords (and also nieces of the major ones) typically have chaperones that will make this a futile effort. Some NPC's might not take such advances well.
B. Matchmaking:
-Designate the couple you'd like to bring together (mark in rolls):
-May go after any combination of the prospective groom, bride and the heads of their houses.
Awareness (Empathy) vs passive deception (act), roll individually for each character involved.
Cunning (Logic) TN 12
Simple Intrigue (Convince), roll individually for each character involved.
Audience Test vs their Passive Status (Reputation), roll individually for each house (using the same roll for father and daughter both, for example).
C. Matchbreaking:
Attempt to scuttle the plans of others.
Can attempt to shatter a specific match or the marriage prospects of a specific character by doing one of the following:
-Savage someone's reputation:
Use the rumor rules to slander one party.
-Influence the opinions of specific individuals:
Audience test against the one to be influenced, followed by simple intrigue (incite) if successful.
-Other options:
It may be possible to use the above mechanic, but with taunt to make a target shame themselves.
Feel free to come up with your own ideas.
Bringing People together.
You have 2 attempts here, +2 for each unused matchmaking attempt. Designate two NPC's you would wish to become friends in the dice description:
Awareness (Empathy) TN 9
Cunning (Logic) TN 9
Persuasion (Charm)+Chivalry/Virtue TN 12
Audience Test TN 12
-Their disposition towards one another improves by 1 step per DoS above the difference between their combined status rank and their combined disposition steps towards you.
-To move dispositions beyond 4, 2 DoS are needed per step. The same applies for improving dispositions up from -5 or worse.
Destiny Points
A used Destiny Point effects all rolls in the same fashion. Alternatively, a Destiny Point may be spent to turn all bonus dice on a single matchmaking attempt involving yourself into test dice.
Notes:
-Disposition changes generally will not go beyond +5, though a small effect may be possible if already at this level.
-Lord Ulbert doesn't want to have anything to do with these people and will not spend any influence here.
-Lord Willem doesn't want to pick sides, but will allow influence to be spent for "Honor First" or "Honor First and bringing Lord Eldon to justice", but no other variation.
-Lady Erena is willing to "persuade" Lord Jon to use influence for support of a Delia/Preston marriage (only once across this and the Rowan event), and a single attempt by Lynesse to try and find a potential match that is not Lord Eldon, not personally aligned with fire and not from a house aligned with fire (can be used either in this event or the Rowan one). She is also willing to allow the expenditure of house fire points for the pursuit of a Delia/Preston marriage and any attempt by Lynesse to find a potential match for herself as she would be willing to use influence on.
Benefits/Drawbacks
Attractive: Gain +1D on all tests seeking a match for yourself (The +1D also applies to tests for seeking matches for someone with this benefit)
Blood of Valyria: Gain +1b on all tests seeking a match for yourself (The +1b also applies to tests for seeking matches for someone with this benefit)
Charismatic: Gain +1 on all tests involved in Salon, Victory and courting others (maybe not applicable in matchbreaking)
Connections: May apply the daily use to do one of the following: Ignore the -1D to conceal your involvement in the victory segment or a single courtship attempt or make a free Cloak and Dagger attempt (allowing you to make two of those, or one of those plus salon/hunt)
Courteous: The +1D applies to the salon segment.
Dutiful: Gain +2 to resist self-control tests.
Great Bastard: The +1D applies to all tests in the Victory Segment.
Head of House: Gain +2 to all tests.
Heir: Gain +1 to all tests.
Pious: May apply the +1D to one set of tests (one matchmaking/matchbreaking/bringing together attempt is one set, the victory segment is one set).
Sponsor (Gormon Peake): Gain +1D on all Audience Tests for this event.
Bastard: All TN's, except for hunting boar and cloak and dagger, are increased by 2.
Decadent: Attending the salon makes this attempt to compel the partaking of too much wine, imposing -1D on all tests for this event.
Dependent: If attending, you must make a luck roll TN 9 (Always 2D), on a critical failure, something interesting has transpired back at the home house.
Furious: Be subjected to a taunt with 4D+2 (Status=High Enough) to take on the big hog, of friendly intent, mind, but feel free to dislike it all the same.
Honor-Bound: Attempts to compel arguing for Honor in the Victory Segment and not attach any self-serving items on the agenda (only if taking part).
Prejudiced: Attempts to compel using the Victory Segment to add going after the target group part of the faction agenda.
Proud: Someone will challenge you to take on the big hog.
Zealot: Attempts to compel using the Victory Segment to add an objective that will further your cause as part of faction agenda.
Vainglorious: Attempts to compel testing your mettle against a big hog.
Vindictive: Attempts to compel using the Victory Segment to add going after someone who have wronged you as part of faction agenda.